Penggunaan Media Pembelajaran Game Puzzle untuk Meningkatkan Kemahiran Membaca Kata Bahasa Arab SDN Sambangan

  • Rinandi S
  • Nurhidayati N
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Abstract

Abstract: The purpose of this study was to describe the use of puzzle game learning media to improve Arabic word reading skills for class II SDN Sambangan and to describe improving Arabic word reading skills for class II SDN Sambangan students after using puzzle game learning media. The type of research used in this research was Classroom Action Research (CAR) which consists of two cycles. Data on the use and improvement of Arabic word reading skills were collected through observation sheets, interviews, and tests. The results of observations of the use of puzzle game learning media got good responses from students. There were also results of reading proficiency research showing that the pre-cycle reading ability of SDN Sambangan students is 45.5 percent and continues to increase in cycles I and II. The percentage of students' Arabic word reading skills in the first cycle was 57 percent, then increased to the second cycle, which was 80 percent. Thus, it can be concluded that the use of puzzle game media can improve the reading skills of second grade students at SDN Sambangan, and improve the word reading abilities of second grade students at SDN Sambangan. Keywords: media use; puzzle; word reading Abstrak: Tujuan penelitian ini adalah mendeskripsikan penggunaan media pembelajaran permainan puzzle untuk meningkatkan keterampilan membaca kata bahasa Arab siswa kelas II SDN Sambangan dan untuk mendeskripsikan peningkatan keterampilan membaca kata bahasa Arab siswa kelas II SDN Sambangan setelah menggunakan media pembelajaran permainan puzzle. Jenis penelitian yang digunakan dalam penelitian ini adalah Penelitian Tindakan Kelas (PTK) yang terdiri atas dua siklus. Data tentang penggunaan dan peningkatan kemahiran membaca bahasa Arab diperoleh melalui lembar pengamatan, wawancara, dan tes. Hasil pengamatan penggunaan media pembelajaran per­mainan puzzle mendapatkan tanggapan yang baik dari siswa. Hasil penelitian kemampuan membaca juga menunjukkan bahwa kemampuan membaca pra siklus siswa SDN Sambangan sebesar 45,5 persen dan terus meningkat pada siklus I dan II. Persentase kemampuan membaca kata bahasa Arab siswa siklus I diperoleh sebesar 57 persen kemudian meningkat pada hasil siklus II yaitu sebesar 80 persen. Dengan demikian dapat disimpulkan bahwa penggunaan media permainan puzzle dapat meningkatkan keterampilan membaca siswa kelas II SDN Sambangan dan meningkatkan kemam­puan membaca kata siswa kelas II SDN Sambangan. Kata kunci: penggunaan media; puzzle; membaca kata

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APA

Rinandi, S., & Nurhidayati, N. (2022). Penggunaan Media Pembelajaran Game Puzzle untuk Meningkatkan Kemahiran Membaca Kata Bahasa Arab SDN Sambangan. JoLLA: Journal of Language, Literature, and Arts, 2(9), 1209–1220. https://doi.org/10.17977/um064v2i92022p1209-1220

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